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authorJason Ekstrand <[email protected]>2019-12-03 20:25:19 -0600
committerKenneth Graunke <[email protected]>2020-01-04 12:25:54 -0800
commit4a1093005cf96d98fdbc23c031d1b1deac5ce37a (patch)
treec10c5cba5d682fd84bd1b098ac2be2844d27a83a /subprojects
parenta597a64ae2d8ab4db6ddeaf2970c77ee7390abdf (diff)
blorp: Stop whacking Z24 depth to BGRA8
The shader code required to do this is int(sat(x) * UINT24_MAX) which isn't really worth all the effort to avoid. Doing the format conversion, on the other hand, prevents us from sampling with HiZ which is something that we very much want on gen8-9 where we can. Reviewed-by: Kenneth Graunke <[email protected]>
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